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Manually tweaked, auto-generated raylib bindings for zig.https://github.com/raysan5/raylib

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raylib-zig/raylib-zig

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raylib-zig

Manually tweaked, auto-generatedraylib bindings for zig.

Bindings tested on raylib version 5.6-dev and Zig 0.15.1

Thanks to all thecontributors for their help with thisbinding.

Example

constrl=@import("raylib");pubfnmain()anyerror!void {// Initialization//--------------------------------------------------------------------------------------constscreenWidth=800;constscreenHeight=450;rl.initWindow(screenWidth,screenHeight,"raylib-zig [core] example - basic window");deferrl.closeWindow();// Close window and OpenGL contextrl.setTargetFPS(60);// Set our game to run at 60 frames-per-second//--------------------------------------------------------------------------------------// Main game loopwhile (!rl.windowShouldClose()) {// Detect window close button or ESC key// Update//----------------------------------------------------------------------------------// TODO: Update your variables here//----------------------------------------------------------------------------------// Draw//----------------------------------------------------------------------------------rl.beginDrawing();deferrl.endDrawing();rl.clearBackground(.white);rl.drawText("Congrats! You created your first window!",190,200,20,.light_gray);//----------------------------------------------------------------------------------    }}

Building the examples

To build all available examples simplyzig build examples. To list available examples runzig build --help. If youwant to run an example, saybasic_window runzig build basic_window

Building and using

Using raylib-zig's template

  • Executeproject_setup.sh project_name, this will create a folder with the name specified
  • You can copy that folder anywhere you want and edit the source
  • Runzig build run at any time to test your project

In an existing project (e.g. created withzig init)

Download and add raylib-zig as a dependency by running the following command in your project root:

zig fetch --save git+https://github.com/raylib-zig/raylib-zig#devel

Then add raylib-zig as a dependency and import its modules and artifact in yourbuild.zig:

constraylib_dep=b.dependency("raylib_zig", .{    .target=target,    .optimize=optimize,});constraylib=raylib_dep.module("raylib");// main raylib moduleconstraygui=raylib_dep.module("raygui");// raygui moduleconstraylib_artifact=raylib_dep.artifact("raylib");// raylib C library

Now add the modules and artifact to your target as you would normally:

exe.linkLibrary(raylib_artifact);exe.root_module.addImport("raylib",raylib);exe.root_module.addImport("raygui",raygui);

If you additionally want to support Web as a platform with emscripten, you will need to useemsdk by importingraylib-zig's build script withconst rlz = @import("raylib_zig"); and then accessing like described hereExporting for web.Refer to raylib-zig's project template on how to use them.

Passing build options

raylib allows customisations of certain parts of its build process such as choosing an OpenGL version, building as ashared library or not including certain modules. You can optionally pass these options to raylib-zig dependency like so

constraylib_dep=b.dependency("raylib_zig", .{    .target=target,    .optimize=optimize,    .linkage=.dynamic,// Build raylib as a shared library    .opengl_version=rlz.OpenglVersion.gl_2_1,// Use OpenGL 2.1 (requires importing raylib-zig's build script)});

Defining feature macros

raylib lets the user enable and disable options for different features, loading different file formats for images,fonts, 3D models and audio, linkage variants. You can specify these options for your raylib-zig build by defining thecorresponding C macro before you link with it, e.g.:

raylib_artifact.root_module.addCMacro("SUPPORT_FILEFORMAT_JPG","");

Exporting for web

To export your project for the web, first add emsdk to your dependencies.Its also possible to use a local emsdk folder.

zig fetch --save=emsdk git+https://github.com/emscripten-core/emsdk#4.0.9

Add this to your build method to build for the web

if (target.query.os_tag==.emscripten) {constemsdk=rlz.emsdk;constwasm=b.addLibrary(.{        .name=<your_project_name>,        .root_module=exe_mod,    });constinstall_dir:std.Build.InstallDir= .{ .custom="web" };constemcc_flags=emsdk.emccDefaultFlags(b.allocator, .{ .optimize=optimize });constemcc_settings=emsdk.emccDefaultSettings(b.allocator, .{ .optimize=optimize });constemcc_step=emsdk.emccStep(b,raylib_artifact,wasm, .{        .optimize=optimize,        .flags=emcc_flags,        .settings=emcc_settings,        .install_dir=install_dir,    });b.getInstallStep().dependOn(emcc_step);consthtml_filename=trystd.fmt.allocPrint(b.allocator,"{s}.html", .{wasm.name});constemrun_step=emsdk.emrunStep(b,b.getInstallPath(install_dir,html_filename),        &.{},    );emrun_step.dependOn(emcc_step);run_step.dependOn(emrun_step);}

then you can run

zig build -Dtarget=wasm32-emscripten

once that is finished, the exported project should be located atzig-out/web

When is the binding updated?

I plan on updating it every mayor release (2.5, 3.0, etc.). Keep in mind these are technically header files, so anyimplementation stuff should be updatable with some hacks on your side.

What needs to be done?

  • (Done) Set up a proper package build and a build script for the examples
  • Port all the examples
  • Member functions/initialisers

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Manually tweaked, auto-generated raylib bindings for zig.https://github.com/raysan5/raylib

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